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SomethingAncient

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Everything posted by SomethingAncient

  1. Wouldn't it be more useful to have a poll ask: Should the B-52 be a player module? - Yes (I'd buy it now) - Yes (once maps are large enough) - Maybe - No (but it should have an AI version) - No (I want a different heavy aircraft first) - No How much would you pay for it? - More than the F/A-18 module - Same price as the F/A-18 module - As much as the cheapest full-fidelity aircraft. - Less than half price of an F/A-18 for a non-clickable cockpit What variant would you be most interested in? [Same options as the OP without the 2020 model because it would literally be the only current aircraft in the core game, I guess?] I feel like these questions and options would make more sense and provide more useful data for whatever developer might be interested when researching what aircraft to do next. It would let the devs focus on what the player base wants and let them know how far to potentially take it. Because, if I'm being honest, I'm a fighter guy and wouldn't want to do more than pay $35 (CAD) for an occasional experience.
  2. Please: I'd like to be able to adjust where each aircraft starts on any carrier. I know there's literally a parking_id variable in the mission file, so if we could just please get access to this variable from the mission editor? I've tried editing the file myself (copying a mission I created, unzipping it with WinRar, using notepad++, then making the changes, saving, compressing, and turning it into a .miz again), but the moment I get it compressed and back as a .miz file, the game refuses to acknowledge its existence. I'm probably doing something wrong, but I don't know what, am having trouble finding relevant searches online, and think this should be in the editor anyway... it just seems like an obvious thing to have since people want to make missions their way anyway. I would really appreciate if this could be added, or if someone could let me know how to successfully re-compress and get a working .miz file.
  3. Using ctrl + enter I have determined the jet just likes to turn right immediately and lock itself in such a way that the Theodore Roosevelt doesn't have enough room to straighten the gear out (at least, not from two of the starting positions that I always seem to get, regardless of how I go into the json in the mission file and try to force the starting position). Maybe with proper rudder pedals with brakes it works better, but with a controller it doesn't. I get that NWS was removed to be realistic, but the Navy would reject it if it was this unwieldy on the deck IRL. Doesn't help that the brakes don't seem to actually apply until they're pressed about 80% of the way down, so there's only 20% of the range that can effectively steer it. Again, if it works well with rudder pedals then great, but I get the feeling the real thing wasn't this likely to go off the deck of a non-super carrier. There's a mod of an even smaller carrier (Majestic class) I wanted to try, that IRL the Australians used with A-4s, and there's no way, even with pedals, this module's handling would have been acceptably safe to use. For the record, I have managed to use the TR to launch the A-4 a few times, but that seemed to be due to the luck of the draw (the nose wheel not immediately locking right) instead of any actual skill. That's just my opinion, and maybe I'm wrong and they had deck hands steer it for them (or they used a later version with NWS), but this is frustrating. I'm super happy the module is free, but for naval use, it seems to require the purchase of pedals with brakes, something that I can't afford. I'd grab the F-18 or AV-8B module before I'd grab rudder pedals because I know I can steer and use those with a controller so that's just the more financially responsible thing to do. I'm just hoping for better braking at this point. Sorry if this comes across as a bit of a rant, but I want to use the best version of this mod to do carrier stuff and I just can't without spending more money than the F-18 module. Being on a tight budget doesn't help, in all fairness.
  4. Thanks for the explanation and advice Gianky, I'll try that. I honestly had no idea what was going on and didn't realize the simulation part of this game can be that thorough. Too bad the joystick buttons on my controller aren't as responsive as actual pedals. :)
  5. I can't get differential braking to work. The jet always steers right or stops, and is unable to steer left, despite me visually confirming the left brake pedal (and only the left brake pedal) is pressed when the associated button is pressed (I use a controller) and releases properly when not pressed. So... unless I need a merry-go-round, it's useless. Any ideas on why? To be clear, I've only tested this on carriers so far, but since I want to do carrier ops, that's what I need working. Any ideas?
  6. Thank you for the video. 8:48 was what I was looking for. Unfortunately it isn't working for me at all; it's either full brakes or no brakes with the "Use rudder for differential braking" box checked (well, not exactly, more details down below in a response to another person). Just the T-45 mod and some modded ship classes (none of which are used in the scenario I'm using for the A-4). And no, the aircraft physically slows down to below 125 knots randomly while diving. It's... been weird, that's for sure. Differential braking only seems to work after 80% power is applied, rather than just above walking speed, which means I shoot off the ship into the water before steering becomes meaningful and I can't stop in time regardless... guess I just can't use RC3 for Forrestal carrier use.
  7. Huh... I was certain the E model had it, though. Oh well, I suppose I'll just have to deal with it somehow. Thanks for the response. By the way, are you finding the differential braking is unusable/broken, by any chance? Because I can't steer the jet on the ground without the A4 either not going at all, wanting to pull to the right constantly, or overshooting when it finally does go left. I've set left wheel brake to the left stick button on my controller and the right one to the right stick button, and they do (at least, visually) only apply braking to the correct side when I have the buttons depressed, but I still get that squirrely result.
  8. Why was nosewheel steering removed? Just wondering.
  9. So, in my experience so far, only the AIM 9b ever finds a lock for air-to-air (against a MiG-21). Is that normal for this stage of the mod? Also, any tips on preventing the aircraft from suddenly whipping around (perfect yaw rotation) and flying backwards for a bit? That tends to cause the aircraft to drop and I'd prefer to stay in the air. I'm also occasionally experiencing sudden loss of speed when diving (and it's not just the aircraft over-speeding and making the speedo look like it's slow, I actually start falling slower). Basically, to anyone who knows the flight characteristics, is that normal? I started out being able to consistently keep a one circle with the MiGs, but now the A4 randomly breaks the physics without any consistent feedback. Maybe I'm just a bad pilot, but I find it strange that the more experience I get the weirder the things happen. No, I'm not demanding an instant fix. I just want to know where I went wrong or if this is normal for the mod at this stage. Thanks in advance to anyone who can answer this/help me out.
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